Just did a quick run through. Personaly, overall I loved it. It's big, plenty of room and it can only get better. Below are some screen shots of things that stood out to me. Good job with the map!

Here in Techpoint 2 it seems to me that the RT, Tech, and Power node are too close to one another making them really easy to defend against attackers. Especially if Marines are defending with sentry guns. At least move the power node closer to one of the entrances to give Aliens a good chance.

Here in RT 02, both entrances have doors. I know doors can be welded, so I am not sure how that goes along with the mapping guidelines. I could be wrong though.

At this point in the map if you look along the edges you can see the skybox leaking through.

Here I was having a tough time getting the MACs to move out to build things in the other rooms. I had to manually get them around the circle before they moved okay on their own. ( I know they are working on the pathing system so this could become moot.

For the Alien start, personaly I think it would be better if it were a bit darker. Also, maybe have some pipes in the ceilings for skulks and lerks to ambush/take cover.

This corridor connecting to the alien start, which I think is great, I think could also be a bit darker. I just realized this corridor has a power node. Nevermind.

I'm gonna go through as alien later and get a good feel for the vent system, but so far I think the map is well done. Great job again!

Looks great, I love the opennes. Is 15 some kind of version number, because it kind of looks like that? Personally I would much prefer not seeing number after map name in server browser, so please at least consider changing it to ns2_triad. What is the meaning of it anyway?

By looking at TrC's runaround I think you could try to add more visual clues to your map. I mean for example tech points are currently lit in much the same way as other parts of your map. Some subtle color changes when approaching a techpoint location could help the players to learn your map easier. I think the sounds you have placed already tremendously aid players to navigate in you map. Also I personally like some more contrasting lighting. I think this would make your map look more interesting and help you to create shadowy areas without lowering map's overall brightness too much. Keep up the good work!

A lot of surfaces needs to be "smoothed" out. As a skulk you get stuck on the strangest things. The command chair area in techpoint02 was once of those places. The wall that you can "run through" north of tech point 1(in the RT area) was some times rather hard to get through and you'd have saved a lot of time just running around.

In the glass area next to hallway05(rt something. A hallway with a glass roof/walls) the marines managed to get a MAC outside the glass roof and build power packs and a PG. Not much use for them, but it made it impossible for the aliens to reach them.

The last door in marine start. When locked it served as an "escape area" for the marines when overrun. They simply opened the door, blasted whatever was on the other side with shotguns until the door closed again. It didn't save them, but once their base was gone people _could_ sit in there while taking a break IRL, making it impossible to end the round.

While we're on the topic of doors. There's so many of them. While this may be OK when alien siege breakers such as the onos or some other form of alien door opener are introduced, in the current state it was not very ... pleasing?(at the lack of a better word).Cutting down on the amount of doors to around 1-2 for the entire map would be a better move at any rate, even with alien door openers.

In a few areas(think it was RT3) I couldn't find the vents that was showing on the minimap, but I'm guessing this is simply because they haven't been put in yet.If they have been put in already, making them more obvious would be lovely(think i crawled around that room for almost 3 minutes trying to find them).

Quick feedback:Tech Point 02 CC got me stuck quite a few times, I successfully escaped only once.RT2 area can be totally locked from aliens ATM. When building a RT, it is unpowered but the power pack is created on the ceiling as well as phase gate, unless you build behind the RT. (Which is what Odda2k/Nixxen is describing, I got out of the map thanks to that ceiling PG, but as you said, it is useless). Then we built powerpacks and PGs in corridor 03B but for some reason I could only phase from there and never to there.The vent in RT1 is a bit too close to the RT, maybe a little higher would be better.

We used the room in marine start to lock our observatory and arms lab, for some reason dropping an ip didn't work as it got on top on the map. It doesn't seem fair to the aliens that half our base was untouchable.

I agree with ######bass, those doors that are really just texture are a bit confusing.

I love RT 3 area as well as Corridor 02-03 such a potential for awesome Skulk play there !

Great work on the map Alex! I gave Triad22 a run, and here are my thoughts:

- Alien start lighting through twin fans a little too bright- Two dangerous pits in alien start. Falling through as Fade or Lerk would be annoying- Corridor Oeste power point is too close to entrance. Marines can easily repair the power before pushing for alien start.- Fan inside vent at Oeste is spinning too fast, rapid flashing light causes nausea- Odd fan lighting in RT03 ceiling, there is no visible light source, yet the lights are very bright- The glass ceiling in Corridor 05 B is not very obvious.- Ceiling sparks in corridor 01 are looping too fast, same as the destroyed power node west of Center Room (probably problem with actual props rather than your map :P)- Tech point 01 feels too small and crowded, due to the placement of the tech point- Deadend lift in Corridor 03 and 04 seem kinda pointless

Overall, some of the areas are too wide open, and too easy for Marines to defend. I'm sure you can easily solve that with large props (boxes etc). There are also too many unusable doors.

The cyan/light blue lightings are a little too saturated, the contrast with the surroundings aren't very pleasant on the eye.

In a few areas(think it was RT3) I couldn't find the vents that was showing on the minimap, but I'm guessing this is simply because they haven't been put in yet.If they have been put in already, making them more obvious would be lovely(think i crawled around that room for almost 3 minutes trying to find them).

The vent in RT3 is below where you can walk, it is pretty easy to spot as a spectator, or when you know where it is.